Implemented some of the weapons. This one is a AGM-114 Hellfire, but it'll be given a different name in-game. Notice how it's the actual missile that's come off the weapon pylon and there are three remaining. The other missile I've done - Hydra-90 - is contained inside a 19x weapon tube so I just spawn the missile in the centre of that as you can't see a difference when there are no rockets left anyway.

The flame effect uses Unity's native Shuriken particle system, and this effect contains on average, 12 particles at a time.

I've avoided using any in-built collision code here. Once I know how far the missile is going based on it's speed and deltatime, I'm just doing a quick forward raycast to see if it's going to hit anything.

Yes, it would! The sound will actuall change pitch etc as the helichopper changes position on screen and climbs/turns etc so it will sound a lot less repetitive..... unfortunately helicopters is helicopters and that is the sound they make.

Saying that... it's amazing what sound you can create with a dyson vacuum cleaner and a garden cane.

Change of plan from the last version. I had a radar at the bottom and you could manually cycle through targets but I don't really want it that fiddly. So instead I've opted to have an automatic targeting system. Basically it checks an area in front of the player for anything that's 'targetable'. The problem there is that I don't want a perfect circle for the detection area so the solution I came up with is to do [what Unity calls] a SphereCast from a point just ahead of the player and at the same altitude, to a distance at ground level in front of the player. This will give me the elongated detection area that I'm after, which is narrower nearer to the player and wider at the other end (like a spotlight, if you will).

I originally had this raycast from the player's position - problem with that is that it was possible to auto-target enemies that were slightly behind you, which is just silly, since none of your weapons would be able to hit them there.

The enemies (in this case, the test subject - a 2K22 Tunguska) now have a "watch range" (white circle) and a "kill range" (red circle). They'll detect and track you in the watch range when they have a clear line of sight, and the kill range speaks for itself.

Can kill stuff now! Weapons work by causing damage to anything within a set radius of the impact point, rather than just destroying the thing they hit. So if you hit a tank, and there's something weaker like a jeep or a soldier next to it, those will die before the tank does.